git-svn-id: https://reactphysics3d.googlecode.com/svn/trunk@204 92aac97c-a6ce-11dd-a772-7fcde58d38e6
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@ -43,19 +43,9 @@ CollisionDetection::~CollisionDetection() {
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}
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// Compute all the possible collisions pairs of bodies (broad-phase)
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void CollisionDetection::computePossibleCollisionPairs() {
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// TODO : Implement this method
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}
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// Compute all collision contacts between bodies (narrow-phase)
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void CollisionDetection::computeCollisionContacts() {
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// TODO : Implement this method
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}
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// Compute the collision detection for the time interval [0, timeMax]
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// The method returns true if a collision occurs in the time interval [0, timeMax]
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bool CollisionDetection::computeCollisionDetection(CollisionWorld* collisionWorld, const Time& timeMax, Time& timeFirstCollision) {
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bool CollisionDetection::computeCollisionDetection(CollisionWorld* collisionWorld) {
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bool existsCollision = false; // True if a collision is found in the time interval [0, timeMax]
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@ -74,34 +64,12 @@ bool CollisionDetection::computeCollisionDetection(CollisionWorld* collisionWorl
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if(broadPhaseAlgorithm->testCollisionPair(&obb1, &obb2)) {
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Contact* contact = 0;
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// Get the velocities of both bodies
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Vector3D velocity1 = rigidBody1->getInterpolatedState().getLinearVelocity();
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Vector3D velocity2 = rigidBody2->getInterpolatedState().getLinearVelocity();
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// Use the narrow-phase algorithm to check if the two bodies really collide
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if(narrowPhaseAlgorithm->testCollision(&obb1, &obb2, &contact, velocity1, velocity2, timeMax)) {
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assert(contact != 0);
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existsCollision = true;
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// Check if the collision time is the first collision between all bodies
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if (contact->getTime() < timeFirstCollision) {
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// Update the first collision time between all bodies
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timeFirstCollision.setValue(contact->getTime().getValue());
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// Add the new collision contact into the collision world
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collisionWorld->addConstraint(contact);
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// TODO : Here we add some contacts to the collisionWorld when we
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// found a new timeFirst value. But each time we found a new timeFirst
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// value, the contacts that have been added before have to be deleted.
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// Therefore, we have to find a way to do that. For instance, we can
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// associate a contactTime value at each contact and delete all contacts
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// that are no the first contact between all bodies.
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}
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else {
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// Delete the contact
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delete contact;
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}
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// Add the new collision contact into the collision world
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collisionWorld->addConstraint(contact);
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}
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}
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}
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